using UnityEditor; using UnityEngine; using Unity.VisualScripting; using UnityEditor.Callbacks; //TODO: Remove when the asset bundle is fixed public class ReloadAssets { internal delegate void BuildCompleted(); internal static BuildCompleted OnBuildCompleted; [PostProcessBuild(1)] public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) { OnBuildCompleted?.Invoke(); } }